#include "Abilities.hpp" #include "servers/CNShardServer.hpp" #include "NPCManager.hpp" #include "PlayerManager.hpp" #include "Buffs.hpp" #include "Nanos.hpp" #include "MobAI.hpp" using namespace Abilities; std::map Abilities::SkillTable; #pragma region Skill handlers static SkillResult handleSkillDamage(SkillData* skill, int power, ICombatant* source, ICombatant* target) { EntityRef sourceRef = source->getRef(); double scalingFactor = 1; if(sourceRef.kind == EntityKind::PLAYER) scalingFactor = std::max(source->getMaxHP(), target->getMaxHP()) / 1000.0; else scalingFactor = source->getMaxHP() / 1500.0; int damage = (int)(skill->values[0][power] * scalingFactor); int dealt = target->takeDamage(sourceRef, damage); sSkillResult_Damage result{}; result.eCT = target->getCharType(); result.iID = target->getID(); result.bProtected = dealt <= 0; result.iDamage = dealt; result.iHP = target->getCurrentHP(); return SkillResult(sizeof(sSkillResult_Damage), &result); } static SkillResult handleSkillHealHP(SkillData* skill, int power, ICombatant* source, ICombatant* target) { EntityRef sourceRef = source->getRef(); int heal = skill->values[0][power]; double scalingFactor = target->getMaxHP() / 1000.0; int healed = target->heal(sourceRef, heal * scalingFactor); sSkillResult_Heal_HP result{}; result.eCT = target->getCharType(); result.iID = target->getID(); result.iHealHP = healed; result.iHP = target->getCurrentHP(); return SkillResult(sizeof(sSkillResult_Heal_HP), &result); } static SkillResult handleSkillDamageNDebuff(SkillData* skill, int power, ICombatant* source, ICombatant* target) { // take aggro target->takeDamage(source->getRef(), 0); int duration = 0; int strength = 0; bool blocked = target->hasBuff(ECSB_FREEDOM); if(!blocked) { duration = skill->durationTime[power]; strength = skill->values[0][power]; BuffStack debuff = { (duration * 100) / MS_PER_COMBAT_TICK, // ticks strength, // value source->getRef(), // source BuffClass::NANO, // buff class }; int timeBuffId = Abilities::getCSTBFromST(skill->skillType); target->addBuff(timeBuffId, [](EntityRef self, Buff* buff, int status, BuffStack* stack) { Buffs::timeBuffUpdate(self, buff, status, stack); if(status == ETBU_DEL) Buffs::timeBuffTimeout(self); }, [](EntityRef self, Buff* buff, time_t currTime) { Buffs::timeBuffTick(self, buff); }, &debuff); } sSkillResult_Damage_N_Debuff result{}; result.iDamage = duration / 10; // we use the duration as the damage number (why?) result.iHP = target->getCurrentHP(); result.eCT = target->getCharType(); result.iID = target->getID(); result.bProtected = blocked; result.iConditionBitFlag = target->getCompositeCondition(); // for player targets, make sure to update Nano stamina if (target->getCharType() == 1) { Player *plr = dynamic_cast(target); result.iStamina = plr->getActiveNano()->iStamina; } return SkillResult(sizeof(sSkillResult_Damage_N_Debuff), &result); } static SkillResult handleSkillLeech(SkillData* skill, int power, ICombatant* source, ICombatant* target) { EntityRef sourceRef = source->getRef(); int heal = skill->values[0][power]; int healed = source->heal(sourceRef, heal); int damage = heal * 2; int dealt = target->takeDamage(sourceRef, damage); sSkillResult_Leech result{}; result.Damage.eCT = target->getCharType(); result.Damage.iID = target->getID(); result.Damage.bProtected = dealt <= 0; result.Damage.iDamage = dealt; result.Damage.iHP = target->getCurrentHP(); result.Heal.eCT = result.Damage.eCT; result.Heal.iID = result.Damage.iID; result.Heal.iHealHP = healed; result.Heal.iHP = source->getCurrentHP(); return SkillResult(sizeof(sSkillResult_Leech), &result); } static SkillResult handleSkillBuff(SkillData* skill, int power, ICombatant* source, ICombatant* target) { int duration = skill->durationTime[power]; int strength = skill->values[0][power]; BuffStack passiveBuff = { // if the duration is 0, it needs to be recast every tick duration == 0 ? 1 : (duration * 100) / MS_PER_COMBAT_TICK, // ticks strength, // value source->getRef(), // source source == target ? BuffClass::NANO : BuffClass::GROUP_NANO, // buff class }; int timeBuffId = Abilities::getCSTBFromST(skill->skillType); SkillDrainType drainType = skill->drainType; int combatLifetime = 0; if(!target->addBuff(timeBuffId, [drainType](EntityRef self, Buff* buff, int status, BuffStack* stack) { if(buff->id == ECSB_BOUNDINGBALL && status == ETBU_ADD) { // drain ICombatant* combatant = dynamic_cast(self.getEntity()); combatant->takeDamage(buff->getLastSource(), 0); // aggro } Buffs::timeBuffUpdate(self, buff, status, stack); if(drainType == SkillDrainType::ACTIVE && status == ETBU_DEL) Buffs::timeBuffTimeout(self); }, [combatLifetime](EntityRef self, Buff* buff, time_t currTime) mutable { if(buff->id == ECSB_BOUNDINGBALL && combatLifetime % COMBAT_TICKS_PER_DRAIN_PROC == 0) Buffs::tickDrain(self, buff, COMBAT_TICKS_PER_DRAIN_PROC); // drain combatLifetime++; }, &passiveBuff)) return SkillResult(); sSkillResult_Buff result{}; result.eCT = target->getCharType(); result.iID = target->getID(); result.bProtected = false; result.iConditionBitFlag = target->getCompositeCondition(); return SkillResult(sizeof(sSkillResult_Buff), &result); } static SkillResult handleSkillBatteryDrain(SkillData* skill, int power, ICombatant* source, ICombatant* target) { if(target->getCharType() != 1) return SkillResult(); // only Players are valid targets for battery drain Player* plr = dynamic_cast(target); const double scalingFactor = (18 + source->getLevel()) / 36.0; const bool blocked = target->hasBuff(ECSB_PROTECT_BATTERY); int boostDrain = 0; int potionDrain = 0; if(!blocked) { boostDrain = (int)(skill->values[0][power] * scalingFactor); if(boostDrain > plr->batteryW) boostDrain = plr->batteryW; plr->batteryW -= boostDrain; potionDrain = (int)(skill->values[1][power] * scalingFactor); if(potionDrain > plr->batteryN) potionDrain = plr->batteryN; plr->batteryN -= potionDrain; } sSkillResult_BatteryDrain result{}; result.eCT = target->getCharType(); result.iID = target->getID(); result.bProtected = blocked; result.iDrainW = boostDrain; result.iBatteryW = plr->batteryW; result.iDrainN = potionDrain; result.iBatteryN = plr->batteryN; result.iStamina = plr->getActiveNano()->iStamina; result.bNanoDeactive = plr->getActiveNano()->iStamina <= 0; result.iConditionBitFlag = target->getCompositeCondition(); return SkillResult(sizeof(sSkillResult_BatteryDrain), &result); } static SkillResult handleSkillMove(SkillData* skill, int power, ICombatant* source, ICombatant* target) { if(source->getCharType() != 1) return SkillResult(); // only Players are valid sources for recall Player* plr = dynamic_cast(source); if(source == target) { // no trailing struct for self PlayerManager::sendPlayerTo(target->getRef().sock, plr->recallX, plr->recallY, plr->recallZ, plr->recallInstance); return SkillResult(); } sSkillResult_Move result{}; result.eCT = target->getCharType(); result.iID = target->getID(); result.iMapNum = plr->recallInstance; result.iMoveX = plr->recallX; result.iMoveY = plr->recallY; result.iMoveZ = plr->recallZ; return SkillResult(sizeof(sSkillResult_Move), &result); } static SkillResult handleSkillResurrect(SkillData* skill, int power, ICombatant* source, ICombatant* target) { sSkillResult_Resurrect result{}; result.eCT = target->getCharType(); result.iID = target->getID(); result.iRegenHP = target->getCurrentHP(); return SkillResult(sizeof(sSkillResult_Resurrect), &result); } #pragma endregion static std::vector handleSkill(SkillData* skill, int power, ICombatant* src, std::vector targets) { SkillResult (*skillHandler)(SkillData*, int, ICombatant*, ICombatant*) = nullptr; std::vector results; switch(skill->skillType) { case SkillType::CORRUPTIONATTACK: case SkillType::CORRUPTIONATTACKLOSE: case SkillType::CORRUPTIONATTACKWIN: // skillHandler = handleSkillCorruptionReflect; // break; case SkillType::DAMAGE: skillHandler = handleSkillDamage; break; case SkillType::HEAL_HP: case SkillType::RETURNHOMEHEAL: skillHandler = handleSkillHealHP; break; case SkillType::KNOCKDOWN: case SkillType::SLEEP: case SkillType::SNARE: case SkillType::STUN: skillHandler = handleSkillDamageNDebuff; break; case SkillType::JUMP: case SkillType::RUN: case SkillType::STEALTH: case SkillType::MINIMAPENEMY: case SkillType::MINIMAPTRESURE: case SkillType::PHOENIX: case SkillType::PROTECTBATTERY: case SkillType::PROTECTINFECTION: case SkillType::REWARDBLOB: case SkillType::REWARDCASH: // case SkillType::INFECTIONDAMAGE: case SkillType::FREEDOM: case SkillType::BOUNDINGBALL: case SkillType::INVULNERABLE: case SkillType::STAMINA_SELF: case SkillType::NANOSTIMPAK: case SkillType::BUFFHEAL: skillHandler = handleSkillBuff; break; case SkillType::BLOODSUCKING: skillHandler = handleSkillLeech; break; case SkillType::RETROROCKET_SELF: // no-op return results; case SkillType::PHOENIX_GROUP: skillHandler = handleSkillResurrect; break; case SkillType::RECALL: case SkillType::RECALL_GROUP: skillHandler = handleSkillMove; break; case SkillType::BATTERYDRAIN: skillHandler = handleSkillBatteryDrain; break; default: std::cout << "[WARN] Unhandled skill type " << (int)skill->skillType << std::endl; return results; } for(ICombatant* target : targets) { assert(target != nullptr); SkillResult result = skillHandler(skill, power, src != nullptr ? src : target, target); if(result.size == 0) continue; // skill not applicable if(result.size > MAX_SKILLRESULT_SIZE) { std::cout << "[WARN] bad skill result size for " << (int)skill->skillType << " from " << (void*)handleSkillBuff << std::endl; continue; } results.push_back(result); } return results; } static void attachSkillResults(std::vector results, uint8_t* pivot) { for(SkillResult& result : results) { size_t sz = result.size; memcpy(pivot, result.payload, sz); pivot += sz; } } void Abilities::useNanoSkill(CNSocket* sock, SkillData* skill, sNano& nano, std::vector affected) { Player* plr = PlayerManager::getPlayer(sock); ICombatant* combatant = dynamic_cast(plr); int boost = 0; if (Nanos::getNanoBoost(plr)) boost = 3; if(skill->drainType == SkillDrainType::ACTIVE) { nano.iStamina -= skill->batteryUse[boost]; if (nano.iStamina <= 0) nano.iStamina = 0; } std::vector results = handleSkill(skill, boost, combatant, affected); if(results.empty()) return; // no effect; no need for confirmation packets // lazy validation since skill results might be different sizes if (!validOutVarPacket(sizeof(sP_FE2CL_NANO_SKILL_USE_SUCC), results.size(), MAX_SKILLRESULT_SIZE)) { std::cout << "[WARN] bad sP_FE2CL_NANO_SKILL_USE_SUCC packet size\n"; return; } // initialize response struct size_t resplen = sizeof(sP_FE2CL_NANO_SKILL_USE_SUCC); for(SkillResult& sr : results) resplen += sr.size; uint8_t respbuf[CN_PACKET_BUFFER_SIZE]; memset(respbuf, 0, resplen); sP_FE2CL_NANO_SKILL_USE_SUCC* pkt = (sP_FE2CL_NANO_SKILL_USE_SUCC*)respbuf; pkt->iPC_ID = plr->iID; pkt->iNanoID = nano.iID; pkt->iSkillID = nano.iSkillID; pkt->iNanoStamina = nano.iStamina; pkt->bNanoDeactive = nano.iStamina <= 0; pkt->eST = (int32_t)skill->skillType; pkt->iTargetCnt = (int32_t)results.size(); attachSkillResults(results, (uint8_t*)(pkt + 1)); sock->sendPacket(pkt, P_FE2CL_NANO_SKILL_USE_SUCC, resplen); if(skill->skillType == SkillType::RECALL_GROUP) // group recall packet is sent only to group members PlayerManager::sendToGroup(sock, pkt, P_FE2CL_NANO_SKILL_USE, resplen); else PlayerManager::sendToViewable(sock, pkt, P_FE2CL_NANO_SKILL_USE, resplen); } void Abilities::useNPCSkill(EntityRef npc, int skillID, std::vector affected) { if(SkillTable.count(skillID) == 0) return; Entity* entity = npc.getEntity(); ICombatant* src = nullptr; if(npc.kind == EntityKind::COMBAT_NPC || npc.kind == EntityKind::MOB) src = dynamic_cast(entity); SkillData* skill = &SkillTable[skillID]; std::vector results = handleSkill(skill, 0, src, affected); // lazy validation since skill results might be different sizes if (!validOutVarPacket(sizeof(sP_FE2CL_NPC_SKILL_HIT), results.size(), MAX_SKILLRESULT_SIZE)) { std::cout << "[WARN] bad sP_FE2CL_NPC_SKILL_HIT packet size\n"; return; } // initialize response struct size_t resplen = sizeof(sP_FE2CL_NPC_SKILL_HIT); for(SkillResult& sr : results) resplen += sr.size; uint8_t respbuf[CN_PACKET_BUFFER_SIZE]; memset(respbuf, 0, resplen); sP_FE2CL_NPC_SKILL_HIT* pkt = (sP_FE2CL_NPC_SKILL_HIT*)respbuf; pkt->iNPC_ID = npc.id; pkt->iSkillID = skillID; pkt->eST = (int32_t)skill->skillType; pkt->iTargetCnt = (int32_t)results.size(); if(npc.kind == EntityKind::MOB) { Mob* mob = dynamic_cast(entity); pkt->iValue1 = mob->hitX; pkt->iValue2 = mob->hitY; pkt->iValue3 = mob->hitZ; } attachSkillResults(results, (uint8_t*)(pkt + 1)); NPCManager::sendToViewable(entity, pkt, P_FE2CL_NPC_SKILL_HIT, resplen); } static std::vector entityRefsToCombatants(std::vector refs) { std::vector combatants; for(EntityRef ref : refs) { if(ref.kind == EntityKind::PLAYER) combatants.push_back(dynamic_cast(PlayerManager::getPlayer(ref.sock))); else if(ref.kind == EntityKind::COMBAT_NPC || ref.kind == EntityKind::MOB) combatants.push_back(dynamic_cast(ref.getEntity())); } return combatants; } std::vector Abilities::matchTargets(ICombatant* src, SkillData* skill, int count, int32_t *ids) { if(skill->targetType == SkillTargetType::GROUP) return entityRefsToCombatants(src->getGroupMembers()); // this check *has* to happen after the group check above due to cases like group recall that use both if(skill->effectTarget == SkillEffectTarget::SELF) return {src}; // client sends 0 targets for certain self-targeting skills (recall) // individuals std::vector targets; for (int i = 0; i < count; i++) { int32_t id = ids[i]; if (skill->targetType == SkillTargetType::MOBS) { // mob if (NPCManager::NPCs.find(id) != NPCManager::NPCs.end()) { BaseNPC* npc = NPCManager::NPCs[id]; if (npc->kind == EntityKind::COMBAT_NPC || npc->kind == EntityKind::MOB) { targets.push_back(dynamic_cast(npc)); continue; } } std::cout << "[WARN] skill: invalid mob target (id " << id << ")\n"; } else if(skill->targetType == SkillTargetType::PLAYERS) { // player Player* plr = PlayerManager::getPlayerFromID(id); if (plr != nullptr) { targets.push_back(dynamic_cast(plr)); continue; } std::cout << "[WARN] skill: invalid player target (id " << id << ")\n"; } } return targets; } /* ripped from client (enums emplaced) */ int Abilities::getCSTBFromST(SkillType skillType) { int result = 0; switch (skillType) { case SkillType::RUN: result = ECSB_UP_MOVE_SPEED; break; case SkillType::JUMP: result = ECSB_UP_JUMP_HEIGHT; break; case SkillType::STEALTH: result = ECSB_UP_STEALTH; break; case SkillType::PHOENIX: result = ECSB_PHOENIX; break; case SkillType::PROTECTBATTERY: result = ECSB_PROTECT_BATTERY; break; case SkillType::PROTECTINFECTION: result = ECSB_PROTECT_INFECTION; break; case SkillType::MINIMAPENEMY: result = ECSB_MINIMAP_ENEMY; break; case SkillType::MINIMAPTRESURE: result = ECSB_MINIMAP_TRESURE; break; case SkillType::REWARDBLOB: result = ECSB_REWARD_BLOB; break; case SkillType::REWARDCASH: result = ECSB_REWARD_CASH; break; case SkillType::FREEDOM: result = ECSB_FREEDOM; break; case SkillType::INVULNERABLE: result = ECSB_INVULNERABLE; break; case SkillType::BUFFHEAL: result = ECSB_HEAL; break; case SkillType::NANOSTIMPAK: result = ECSB_STIMPAKSLOT1; // shift as necessary break; case SkillType::SNARE: result = ECSB_DN_MOVE_SPEED; break; case SkillType::STUN: result = ECSB_STUN; break; case SkillType::SLEEP: result = ECSB_MEZ; break; case SkillType::INFECTIONDAMAGE: result = ECSB_INFECTION; break; case SkillType::BOUNDINGBALL: result = ECSB_BOUNDINGBALL; break; default: break; } return result; }